RAFT - 3D ASSET

MARCO XAVIER JARA MORA

Production

I made this model for a GameJam I participated in, you can check the final result here. I used a high to low poly baked workflow but, due to the nature of the material, I used high value chamfer for edges to simulate cutted wood resulting in this game ready raft asset but without using weighted normals, instead using separated smoothing groups. 

I used PureRef to collect images of different rafts with similar proportions/forms mainly for wood height and color variation reference.

3D MODELING

For this model I used only cylinders, using edge loops into cylinders and deforming it to create form variation, and inset for bark pits. For the ropes, I created edge loops in the barks to detach and use them as splines. Due to the fact that all parts of the mesh were cylindrical, there was no way to reduce polys, just a few optimizations.

For high poly, Using new learnings, I just used subdivision separated by smoothing groups. Didn’t create extra high detail.

UV MAPPING

Applied three material IDs to increase the resolution, UVs created in 3dsmax, setting UV islands by smoothing groups to avoid hard edges errors when baking, trying to hide seams. Reescaled islands for separate in each material, then, used a workflow with reescale deactivated while packaging to respect texel density, trying, due to this, to optimize uv space and straighten borders.

TEXTURING

Into Substance Painter, When baking, I used matching by name to avoid errors at 4096 px channel maps. I used average normals projection cage to avoid hard edges missing data, but keeping topology with its own UVs separated where the baking projects high poly details. Thanks to a non destructive workflow I could go back to the mesh when baking errors were presented and fix it.

For Trunk material I used two tree textures mixing them and using a custom height alpha, also a bark pith texture with alpha and color variations, adding also dust, dirt and stains using AO and curvature channel maps to configure generators plus alpha maps.

The textures were exported in 4096 x 2160 px PBR Metallic Roughness and packed for UE using Base color, Normal and ORM.

 

RENDERING

For Mesh Channel maps, UVs+matID and Highpoly I used substance Irray render.

Into UE5 I created a scene with 3 point lighting setup, Key, Fill and backlight to separate mesh from background along with extra point lights, plus a Skylight with interior studio cubemap for not to lose details.

Using the MRQ applying Pathtracing render with denoiser and antialiasing.

For the environment render, I used Deferred plus nanite/Lumen render using the Greek Island Project by ScaleX, to try to capture ingame.

Marco Xavier Jara Mora - Portfolio

Marco Xavier Jara Mora

Dellarosse Studio

Modelado 3D – Texturizado 

Level Design – Enviroment Artist

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